MATCH 5
In MATCH 5, you just have to find a common link between two icons. Use your imagination to find an answer to each of ten combinations in three minutes.
In MATCH 5, you just have to find a common link between two icons. Use your imagination to find an answer to each of ten combinations in three minutes.
How Am I Weird is a simple, fun party game to play with family and friends, in a group of 3 - 10. There are LIFE cards, COMEBACK cards and blank WEIRDO cards. LIFE cards present situations, sometimes awkward or embarrassing, sometimes annoying or familiar. COMEBACK cards present responses that are weird and wonderful. One person is nominated the Big Weird Chief, and the rest of the players each take 8 COMEBACK cards and one blank WEIRDO card. The Big Weird Chief reads a LIFE card. Each player chooses the weirdest and funniest COMEBACK response, or comes up with their own answer using their WEIRDO card! The person who gives the weirdest and funniest answer wins that round. At the end of the game, the player who has won the most rounds wins the game, and becomes ruler of the universe. Then you should WEAR THE CROWN!
—description from the publisher
Stay Cool is easy. We ask you to do nothing complicated — but you must do it all at the same time...
When you are the active player in the first round, you must answer verbally the questions asked by your left-hand neighbor while you "write" answers to the questions asked by your right-hand neighbor, using seven letter dice to "write" three- or four-letter answers. While you're doing this, another player flips a 30-second sand timer four times, giving you two minutes to answer as many questions as possible. At the end of that time, multiply the number of answers you gave for the questions from the left and from the right to determine your score.
In the second round, you do the same thing once again with new questions, but you must tell the player watching the sand timer to flip it before it runs out of sand, with a maximum of two minutes of playing time. If you fail to tell the player to flip the timer before it runs out of sand, your turn ends immediately. However your turn ends, you score points as described above.
In the third and final round, you must do everything described in the third round except now the sand timer is hidden from your eyes!
—description from the publisher
Gem Rummy is similar to standard Gin Rummy except each card has a background color & gem symbol; Kings have two background colors; (Jokers are included but are not used in hands). Adding colors to each card allows for more interesting combinations (like having all eight gems in hand). Another difference is that (2) 6-sided dice are used at the beginning of each hand to establish the "Knock number", and also the "Diamond number" for a special meld called "Queen's Diamonds".
The object is to get your hand down to a few points of Deadwood by getting Melds.
There are 3 phases to each hand: 1) DEAL & ROLL; 2) CARD PLAY; 3) SHOWDOWN & SCORING.
Cards in Melds and Lay-offs will not score for your opponent, but have no inherent point values themselves. Cards not in Melds or Lay-offs are called Deadwood and might add points to your opponent’s score.
There are 4 different Melds available: Sets, Runs, Stashes, and Queen’s Diamonds (the latter two are new).
SET: At least 3 cards of the same rank (i.e., 5, 5, 5).
RUN: At least 3 consecutive cards in the same suit (i.e., 6, 7, 8, all clubs).
STASH: At least 4 cards of the same gem color (i.e., 4 Emeralds).
QUEEN’S DIAMONDS: Any Queen + one designated Diamond card that is determined by the initial roll number on the dice. Both dice are rolled to find one number (i.e., 3 and 4 = 7, indicating 7 of Diamonds is the card). An “11” or “12” indicates JACK of DIAMONDS.
Also, "Gem Parts" is a bonus players can earn by having all 8 gems at the end of a hand.
A new minimum score rule keeps the game moving along nicely.
—description from the designer
Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!
In Going, Going, GONE!, players try to win items by bidding on five simultaneous auctions while the Auctioneer counts down from 10 to 1! Players bid on these five simultaneous auctions by physically dropping their wooden cubes (known as "Bucks") into any or all of the five transparent Auction Cups, each of which represents an auction for one or two Item Cards.
At the end of the countdown, the Auctioneer says "GONE!" and quickly places the Auction Paddle over the five Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collections of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game. The player with the most Bucks at the end of the game wins!
Going, Going, GONE! is a simple-to-learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.